Showing posts with label item build. Show all posts
Showing posts with label item build. Show all posts

Martyr Guide


Hero Name: Martyr
Primary Attribute: Intelligence

Attack Type: Ranged

Damage: 50-54
Range: 600
Attacks/Sec: 0.67






SKILLS:
Retribution
Action: Target Entity
Type: Enemy Units




Type: Magic
Range: 600
Cast Time: 0.6 Seconds
Mana Cost: 80 / 90 / 100 / 110
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Target an enemy to deal 75 / 100 / 125 / 150 plus 1 / 2 / 3 / 4 times the % of Health you are missing in Magic Damage. Also applies a Movement Speed Slow equal to the percentage of Health you're missing, up to 50%.

Guardian Angel
Action: Target Entity
Type: Other Ally Units







Range: 700
Cast Time: 0.6 Seconds
Mana Cost: 75 / 80 / 85 / 90
Cooldown: 21.0 / 18.0 / 15.0 / 12.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Target an allied hero to apply Guardian Angel for 8 seconds. While affected, 20 / 30 / 40 / 50% of the damage that the target takes is redirected to Martyr. Cannot take the Martyr below 10% Health. 

If Martyr dies while Guardian Angel is active, he gains the same experience that the target does for 30 seconds. 
Passively reduces the damage Martyr takes by .2 / .3 / .4 / .5 times the percentage of Health he is missing.

Sacrificial Lamb
Action: Target Self
Type: Other Ally Units






Type: Magic
Radius: 500
Cast Time: 0.5 Seconds
Mana Cost: 100
Cooldown: 18.0 / 14.0 / 10.0 / 6.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Activate to spend 20% of your current Health and heal nearby allies for 70 / 80 / 90 / 100% of that amount.
When Martyr dies, he applies 15 / 30 / 45 / 60 Attack Speed and 50 / 75 / 100 / 125 Movement Speed to allied heroes in a 700 radius for10 seconds.

Hand in Hand
Action: Target Entity
Type: Other Ally Heroes







Type: Magic
Range: 300 / 400 / 500
Channeling Time: 0.7 Seconds
Mana Cost: 150 / 175 / 200
Cooldown: 120.0 / 90.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Target an allied hero to set channel for 1.5s and set your and target's Health percentages equal to the higher of the two.




ITEM BUILD: COMING SOON!


SKILL BUILD: COMING SOON!


STRATEGY: COMING SOON!

Moraxus Guide

Hero name: Moraxus
Primary Attribute: Strength
Str: 23
Agi: 16
Int: 16


Leaving a trail of headless and maimed corpses in his wake, the blade-throwing Moraxus is among the most feared of the Hellbourne daemons. Some speculate he was once a Beast, transformed by sheer agony in the pits of hell. Others claim he is an elemental creature of warfare itself. Whatever his origin, Moraxus is an unstoppable, implacable foe.

Attack Type: Melee
Damage: 47-53
Range: 125
Attacks/Sec.: 0.68

SPOTLIGHT:




SKILLS
Quake


Makes the ground quake beneath Moraxus, damaging and stunning nearby enemy units.




Action: Self Position
Type: Enemy Units
Type: Magic
Radius: 300
Cast Time: 0.5 Seconds
Mana Cost: 90 / 105 / 120 / 135
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Deals 100 / 150 / 200 / 250 Magic Damage to enemy units in radius and stuns them for 1 / 1.5 / 2 / 2.5 seconds.

Arcane Shield

Moraxus gains bonus Armor and can absorb enemy spell energies with expert timing.






Action: Target Self
2 / 4 / 6 / 8 Armor 
Mana Cost: 50
Cooldown: 30.0 / 25.0 / 20.0 / 15.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
For 2 seconds, Moraxus will absorb the next ability targeted against him or magic projectile that hits him. If something is successfully absorbed, Moraxus has Arcane Surge applied to him for 5 seconds.
Arcane Surge Effect
20 / 40 / 60 / 80 Damage

More Axes

Moraxus is armed with more axes, which he may throw at enemies as presents.






Action: Target position
Type: Organic Enemy Units
Type: Magic
Range: 1,000
Mana Cost: 30
Cooldown: 1.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Consumes a charge to throw an axe toward target location, dealing 30 / 40 / 50 / 60 + 3 / 4 / 5 / 6% of target's Max Health in Magic Damage and applying a charge of Axed! to the first target encountered. 

Maximum of 1 / 2 / 3 / 4 charges that refresh every 8 / 7 / 6 / 5 seconds.
Axed! Effect
Movespeed Slow Per Charge: 0.15
Maximum of 3 charges 
3 second duration

Matraxe

Moraxus creates a defensive axe matrix which feeds off of the energies of nearby enemies. Moraxus may detonate the matrix to deal damage to nearby enemies.



Action: Target Self
Type: Organic
Type: Magic
Radius: 400
Mana Cost: 100 / 150 / 200
Cooldown: 80.0 / 70.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Activates Matraxe on Moraxus, which starts with 200 / 300 / 400 health. The Matraxe may grow to a maximum of 400 / 600 / 800 health and lasts for 10 seconds or until detonated.
Matraxe Effect
Absorbs incoming post-mitigation damage. The Matraxe gains 20 health per second for each enemy hero in a 800 radius. Explodes for Magic Damage equal to the Matraxe's current health in a 400 radius when detonated or when it expires.

Skill Build:
Coming Soon!

Item Build:
Coming Soon!

Strategy:
Comming Soon


Myrmidon Guide

Hero Name: Myrmidon
Primary Attribute: Intelligence
Str: 19
Agi: 15
Int: 24


Myrmidon's allegiance to the Legion was always tenuous at best; the sharkman's joy in the carnage of combat left many suspicious. It was not until a Legion sorcerer uncovered that Myrmidon was himself a member of a shadowy race of deep-sea daemons that true panic set in, but by then it was too late. A trail of blood and devastation marked Myrmidon's escape to the ranks of the Hellbourne. Now, wielding the destructive might of a tsunami, he wreaks havoc among those who once claimed him as an ally.

Attack Type: Ranged
Damage: 42-50
Range: 450
Attacks/Sec.: 0.68

SPOTLIGHT:



SKILLS:
Weed Field
Myrmidon calls forth a line of seaweed from the ground to entangle and bind his enemies.






Action: Target Posistion
Type: Enemy Units
Type: Magic
Range: 1,000
Cast Time: 0.5 Seconds
Mana Cost: 90 / 100 / 110 / 120
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Line of 1000 length in target direction. After a 1 second delay, the line binds any enemies foolish enough to still be standing in it, applying Weeded to them for 1 / 1.33 / 1.66 / 2 seconds.
Weeded Effect
Revealed
125 Magic Damage per second

Magic Carp
Myrmidon unleashes his underwater companion on his enemies! The magical carp will chase down Myrmidon's unfortunate target, impacting them with tremendous force and even stunning unprepared foes.



Action: Target Entity
Type: Enemy Units
Type: Magic
Range: 750
Cast Time: 0.5 Seconds
Mana Cost: 85 / 95 / 105 / 115
Cooldown: 10.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Deals 100 / 150 / 200 / 250 Magic Damage to target enemy unit. If the target is moving at the time of impact, it is stunned for 1 / 1.5 / 2 / 2.5 seconds. 

Grants 800 day and night clearvision around the Carp; lingers for 3.34 seconds after it disappears if it validly impacts.

Wave Form
Myrmidon manifests the sea's rage and turns into water, surging forward with incredible speed and slowing everything in his path.





Action: Target Position
Type: Enemy Units
Type: Magic
Range: 850
Radius: 200
Cast Time: 0.1 Seconds
Mana Cost: 70 / 75 / 80 / 85
Cooldown: 24.0 / 20.0 / 16.0 / 12.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Surges to target location, using pathing. Enemies that Myrmidon passes through with Wave Form have Splashed applied to them for 3 seconds.
Splashed Effect
Armor: -1 / -2 / -3 / -4
15 / 25 / 35 / 45% Movement Slow
Movement Slowed by 15 / 25 / 35 / 45%.

Forced Evolution
Myrmidon can transform himself at will into a terrifying monstrosity, capable of besting even the hardiest warriors in melee combat.




Action: Target Self
Effect Type: Magic
Cast Time: 0.3 Seconds
Mana Cost: 100 / 150 / 200
Cooldown: 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Applies Evolved to self for 15 seconds. Attacks while Evolved apply Waterlogged to the target for 3 seconds.
Evolved Effect
*Attacks at melee range
*Attacks deal 125 / 175 / 225 Magic Damage instead of normal Physical Damage to organic, non-Magic Immune units.
Waterlogged Effects
15 / 25 / 35% Movement Slow

Skill build: Coming Soon

Item Build: Coming Soon

Strategy Guide: Coming Soon

Flux Guide

Hero Name: Flux
Primary Attribute: Strength
Str: 23
Agi: 21
Intl: 16



The legionnaire spent years entrapped within the earth, tortured by his captors. Thrashed about by gravity itself, he became infused with its strength. Slowly he built himself a suit of the hardest metals known to man, tempering away for years as he honed its infernal machinery in secret. As he soldered the final plate onto himself, he emerged neither man nor machine, but a force of nature itself.

Attack Type; Ranged
Damage: 53-56
Range: 350
Attacks/Sec. : 0.71

SPOTLIGHT:



SKILLS:

Release
Hero releases a charged wave slowing nearby enemies
Action: Self Position
Type: Enemy Units



Type: Magic
Radius: 350
Cast Time: 0.5 Seconds
Mana Cost: 85 / 100 / 115 / 130
Cooldown: 11.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Does 75 / 150 / 225 / 300 Magic Damage in a 400 unit radius around Flux. Inflicts a 4 second, 20% to 70% Movement Speed Slow depending on how close or far they are from you.

Pull Polarity slows enemies more when they are closer to you. Push Polarity slows enemies more when they are further from you.

Magnetic Surge
Pushes or pulls target (depending on polarity). Deals Damage based on strength and your attack damage.

Action: Target Entity
Type: Enemy Units

Type: Magic
Range: 400
Cast Time: 0.7 Seconds
Mana Cost: 20 / 30 / 40 / 50
Cooldown: 10.0 / 8.0 / 6.0 / 4.0 Seconds
Required Level: 1 / 3 / 5 / 7


Activation
Targeting an enemy pulls it 200 / 250 / 300 / 350 units and deals your Attack Damage plus 30 / 60 / 90 / 120% of your strength in Physical Damage.

Polarity Swap
Hero changes his polarity (changing from pull to push and back again). Passively increases his attack range.

Action: No Target

Cooldown: 1.0 Seconds
Required Level: 1 / 3 / 5 / 7
Activation
Changes his polarity from pull to push and vice versa.

Passively adds 50 / 100 / 150 / 200 attack range.

PULLING

Discharge


Hero releases a magnetic discharge; globally pulling or pushing (depending on polarity) all enemy heroes.
Action: Global
Type: Enemy Units
Cast Time: 0.5 Seconds
Mana Cost: 125
Cooldown: 100.0 / 80.0 / 60.0 Seconds
Required Level: 6 / 11 / 16
Activation
Globally pulls all enemy heroes 500 / 600 / 700 units.


SKILL BUILD:

Coming soon!

ITEM BUILD:

Coming soon!




Night Hound Guide

HERO NAME
NIGHT HOUND
Primary Attribute: Agility
Str 17
Agi 24
Intl 14


Scurrilous rumors of unnatural parentage have haunted thus proud, leonine warrior his entire life. He long served in the Beast Horde as a Shadowy scout and Assassin before taking on a comparable role in the new Legion. Wherever he came from, Night Hound is a welcome ally and a deadly foe.

SKILLS
SMOKE BOMB
Night Hound Throws a smoke bomb at target location. Enemies standing within the smoke are silenced and will have a higher chance to miss with their attacks. Enemies within the cloud also have reduced movement Speed and Attack Speed and creeps ignore the Night Hound.


Action: Target Position
Type: Enemy Units

Type: Magic
Range: 425
Radius: 425
Cast time: 1.0 seconds
Mana Cost: 75/80/85/90
Cooldown: 15.0 seconds
Required Level: 1/3/5/7
Activation: Creates a 250/275/300/325 radius smoke cloud for 6 seconds which applies Smoke Bomb to units within it.
While in the Cloud, Night hound is not attacked by towers or creeps.
Night Hound cannot attack towers while in his own cloud.

Smoke Bomb effects
40/50/60/70% Miss Chance
25% Movement Slow
-25 Attack Speed
Silenced

POUNCE
Taking full advantage of the element of surprise, Night Hound teleports to a target unit . If the target unit is an enemy, Night Hound will strike them when he teleports, dealing additional damage.



Action: Target Entity
Type: All Other Units
Type: Physical
Range: 700
Cast time: 1.0 Seconds
Mana Cost: 50
Cooldown: 20.0/15.0/10.0/5.0 Seconds
Required Level: 1/3/5/7

Activation:
Teleports self to target and attack with 30/60/90/120 bonus damage.

BACKSTAB

Night Hound is a Master at exploiting openings in combat. When he attacks a target from behind, he does extra damage equal to a percent of his agility



Action: Passive
Required Level: 1/3/5/7
On Attack
When behind target, adds 25/50/75/100% of his agility as bonus attack damage.

INVINSIBILITY
Night Hound learns better conceal himself, making him invisible to the naked eye when not attacking.




Action: Passive
Required Level: 6/11/16
Stealth with: 3/2.25/1.5 seconds fade time

SKILL BUILD
1:Smoke Bomb/Pounce
2:Pounce/Smoke Bomb
3:Pounce
4:Backstab
5:Pounce
6:Invisibility
7:Poune
8:Backstab
9:Backstab
10:Backstab
11:Invisibility
12:Smoke Bomb
13:Smoke Bomb
14:Smoke Bomb
15:Stats
16:Invisibility
17-25:Stats



OR


1:Smoke Bomb/Pounce 
2:Pounce/Smoke Bomb

3:Pounce
4:Smoke Bomb
5:Pounce
6:Invisibility
7:Pounce
8:Smoke Bomb
9:Smoke Bomb
10:Backstab
11:Invisibility
12:Backstab
13:Backstab
14:Backstab
15:Stats
16:Invisibility
17-25:Stats



Recommended Items:
Minor Totem, Runes of the Blight, Health Potion, Homecoming Stone, Logger's Hachet, Iron Shield, Soulscream Ring, Fortified Bracer, Ghost Marchers, Steamboots, Elder Parasite, Nullfire Blade, Geometer's Bane, Shrunken Head, Wingbow